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Cynthia C. Massey; Jane E. Strong – Journal of Special Education Preparation, 2023
For years, there has been a shortage of educators qualified to teach students with disabilities. The effect this has on student outcomes is immeasurable. To overcome this shortage, universities are searching for ways to enroll more students into their special education programs, ensure these graduates are prepared for long-term employment, and arm…
Descriptors: Learning Strategies, Active Learning, Educational Technology, Special Education Teachers
Sahin, Baki – Journal of Inquiry Based Activities, 2018
In this study, a mathematics activity that used creative drama method to teach the fifth grade standard "Expresses a position with respect to another point using direction and unit" under geometry and measurement was implemented. Twenty students attending the fifth grade of a public school participated in the study. The lesson plan…
Descriptors: Mathematics Education, Drama, Teaching Methods, Grade 5
Hope, Alice – International Journal of Art & Design Education, 2018
Literature that addresses young children's learning in galleries and museums typically concentrates on what is already offered and discusses what has proven to be effective, or not, in accommodating their needs. This article offers insight into how objects can be explored with early years children at school, to create greater understanding of…
Descriptors: Elementary School Students, Museums, Case Studies, Role Playing
Streetman, Collin; Crosland, Kimberly; Clark, Hewitt B. – Research on Social Work Practice, 2018
Purpose: Individuals experiencing extended homelessness face multifaceted risks related to health, substance use, and continuing unemployment and may benefit from learning a problem-solving and decision-making method to assist them in dealing with everyday situations. Methods: This study used a multiple-baseline design to teach three men with…
Descriptors: Adults, Homeless People, At Risk Persons, Problem Solving
Aynsley, Sarah A.; Nathawat, Kusum; Crawford, Russell M. – Higher Education Pedagogies, 2018
Gamification in higher education has steadily been gaining traction as a useful addition to the diversity of learning resources available to both teachers and students. We have invented a card-based, role-playing team game called 'Braincept' to help aid pharmacology learning for medical students. The aims of the current study are to determine…
Descriptors: Educational Games, Student Attitudes, Medical Students, Pharmacology
Rivera-Trigueros, Irene; Sánchez-Pérez, María del Mar – Teaching English with Technology, 2020
This study aims to analyse motivation in the English as a Foreign Language (EFL) secondary classroom through gamification. To this end, a gamification proposal based on "Game of Thrones" TV series was designed. "Classcraft," an online role-playing platform, was used to create a gaming scenario in the classroom. The proposal was…
Descriptors: Educational Games, Role Playing, Student Motivation, English (Second Language)
Ortmann, Lisa L.; Brodeur, Katherine; Massey, Susan L. – Reading Horizons, 2020
Literacy coaches need support developing their professional capacities for coaching (Kern et al., 2018). This study explored the ways novice literacy coaches developed literacy coaching discourses during coursework in two reading specialist master's degree programs. Through qualitative and discourse analysis of transcribed coaching videos and…
Descriptors: Literacy, Coaching (Performance), Profiles, Role Playing
Parrish, John M.; Schwartz, Devra – Journal of Political Science Education, 2020
Simulation pedagogies, while offering powerful potential benefits to students, often have difficulty in combining two desirable outcomes: experiencing the consequential stakes associated with true crisis situations, on the one hand, with the direct relatability associated with more "realistic" hands-on scenarios, on the other. In this…
Descriptors: Ethics, Natural Disasters, Teaching Methods, College Faculty
Exploring the Effects of Designing a Role-Playing Game with Single and Peer Mode for Campus Learning
Wang, Yi-Hsuan – Educational Technology Research and Development, 2020
This study aims to extend the learning advantages of game-based learning from formal education to informal learning, and to develop a role-playing game (RPG) to help students familiarize themselves with a new school. Several game elements and principles were considered during the design stage, and the tasks were embedded into a macro-context to…
Descriptors: Instructional Design, Educational Games, Game Based Learning, Role Playing
Preuß, Anna Katharina – International Journal of Game-Based Learning, 2020
The cognitive-motivational process model of learning describes how personality traits in a specific situation influence current learner motivation and through certain mediators, the learning outcome. This study investigates the influence of personality traits and current motivation on these mediators. For 86 high school students playing a…
Descriptors: Personality Traits, Motivation, Computer Simulation, Computer Games
Mørch, Anders I. – International Journal of Information and Learning Technology, 2020
Purpose: The present study proposes action-breakdown-repair (ABR) as a pedagogical model and 3D virtual worlds as technology, to bridge the gap between curricular goals and students out of school technology experiences, referred to as the educational gap. Design/methodology/approach: A qualitative study combining design-based research (DBR) and a…
Descriptors: Models, Computer Simulation, Technology Uses in Education, Computer Games
de Leur, Tessa; van Boxtel, Carla; Huijgen, Tim – History Education Research Journal, 2021
Imagining what it was like to live in the past may help secondary school students to understand historical developments and situations. In this case study, the opportunities of a drama task are explored by using a mixed-method approach. In small groups, Dutch 14-15-year-old students examined historical sources and produced a short film clip on…
Descriptors: Foreign Countries, Secondary School Students, Group Discussion, Films
Lee, I-Jui – Interactive Learning Environments, 2021
Children with autism spectrum disorder (ASD) often find it difficult to communicate using body language and facial expressions to respond appropriately socially. This negatively affects the quality of their everyday social life. Children with ASD can learn to socially interact with virtual three-dimensional (3D) characters in animated games…
Descriptors: Autism, Pervasive Developmental Disorders, Interpersonal Communication, Interpersonal Competence
Karwowski, Maciej; Zielinska, Aleksandra; Jankowska, Dorota M. – Review of Research in Education, 2022
Creativity is a vital topic of various educational discourses, yet the support it receives within the school system is insufficient. This chapter focuses on four particular ways of making creativity more democratized, salient, and accessible in school settings. We start by exploring the educational benefits of egalitarian theoretical approaches to…
Descriptors: Creativity, Meta Analysis, Educational Psychology, Imagery
Al-Gahtani, Saad – Foreign Language Annals, 2022
This study explored the development of L2 learners' interactional competence in Arabic when making requests. Combining a longitudinal and cross-sectional design, it closely examined how learners' language proficiency affected their use of multiple requests in daily-life interactions. Participants included L2 learners (n = 40) and Saudi Arabic…
Descriptors: Semitic Languages, Communicative Competence (Languages), Second Language Learning, Second Language Instruction